A utilitarian type of magic that originates on the remote island nation Ca-elum. A smithing, or forging type of magic that combines the usage of heat and ferrokinesis to improve the craft of smithery. Whilst Ca-elum has no wizard population to speak of, the craft of smithery is so advanced and widespread in the country, that some several hundreds of years ago diplomats from Midi studied, recorded and brought the expertise of Ca-elum's craft back to Midi, where it was combined with magical prowess and perfected into the art of Hihiirogane.

Hihiirogane employs the creation and manipulation of a man-made type of liquid metallic alloy the swordsmiths of Midi created specifically for this magic. This metal is incredibly receptive to ethernano and hardens when coming into contact with heat, allowing the metal to be superheated by its user which turns it harder than diamond. It is said that Hihiirogane never rusts, decays or becomes brittle and can eternally change its shape. Even in its liquid, malleable state it is stronger than steel. It can therefore only be manipulated and brought into shape by someone ferrokinetically controlling it and then infusing it with heat.

Whilst this magic was originally solely used to craft the finest and strongest of weapons for the people of Midi, there are some individuals who have turned it into a lethal combat-ready magic. It is said that the true potential of Hihiirogane is only activated when used in battle by a true mage. Because of the alloys innate stored energy and unique malleable nature it is both highly destructive and incredibly versatile when used correctly. And due to the relative youth of this type of magic, its limits are yet to be tested. Something that Zoa has decided to do by himself after experiencing the strength of this magic first-hand.

Strengths:

Earth-Based Magic: Due to the innate quality of the metal, this magic is strong against other mineral-based magics, whilst the heat aspect is strong against plant-based magics.

Ice-Based Magic: Due to the heat the metal can generate, this magic is innately strong against ice-based magics and cancels out the effects ice-based magics have against the metal.

Fire-Based Magic: Due to the innate property of the metal, fire- and other heat-based magics fair relatively poorly against this magic.

Permanent Constructs: The constructs and creations this magic creates are permanent and don't dissolve, dissappear or become weaker, even if their creator falls unconscious or dies.

Barrier-Breaking: The sheer force that this magic can produce can be enough to break down most equally ranked defenses.

Weaknesses:

Slayer Banquet: Even though Hihiirogane is a very unique and peculiar type of metal, it is still metal and can therefore be eaten by any metal-type slayer.

Thunderdome: Hihiirogane, alongside all of its unique properties and qualities is still a metal and therefore conductive. This can make it unintentionally simple for lightning-based magics to reach the user.

Waterworks: Forging things underwater is nearly impossible as generating enough heat in the user's surroundings is nearly impossible. The same counts for getting encased in ice.

Arts & Crafts: Being a mage is hard. Being an artist is also difficult. Being both simultaneously requires mental fortidude. To create and shape the metal, the user requires mental composure and a vision of what he wishes to create. Anything that impedes on the users conscious can reduce the effectiveness of the magic.

Aiding The Enemy: Any construct this magic creates can be used not only by the mage that created it, but by basically anyone with enough brains to do so. While they would be unable to activate the heat stored within the constructs, any swords can be picked up by anyone, and any walls can be hidden behind by anyone.

Ethereal Realm: This magic is primarily physical and deals its damage through physical means, and therefore has a tougher time against any opponents ethereal or otherwise incorporeal

Lineage: Armoured BeastDescription: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.Usage: Passive.

Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)

Weapons Master: As someone who constantly creates weapons and equipment, the user is able to handle any type or shape of weapon with ease. Users of this magic develop a talent for wielding any type of weaponry they can get their hands on, or create themselves.

Artist: Users of this magic are notably artistic. They are naturally inclined towards arts & crafts and have a talent for any type of art involving shaping and forming. When witnessing this magic in action, most people comment that the handling of Hihiirogane appears much like a dance to onlookers. There is undeniable beauty about this magic.

Abilities/Powers:

Living Forge: Lying at the core of this magic is the most notable ability that users of this magic share. The ability to regulate body temperature and generate heat from inside of their own body, essentially turning them into something of a "living forge", their touch being hot enough to control Hihiirogane efficiently without using spells. This is a toggled state in which the user will constantly emit steam from their body heat alone and scorch the ground they walk on. The user will also deal user-ranked burning damage upon physical contact. They also possess 10/15/20/25/30 % resistance to both fire- and ice-based magics at D/C/B/A/S Ranks.

Superhuman Metabolism: Through the consistent stress the use of Living Forge puts on the users body, the user experiences superhuman condition through the enhanced metabolism they possess due to constantly having to endure superhuman body temperatures. The user possesses 15% more endurance and hp than someone at their rank and can resist the pain of damage of their own rank with relative ease. When using Living Forge they experience an additional 10/15/20/25/30% boost at D/C/B/A/S Rank to all physical strength and speed.

Sun-Colored Metal: The user can continously produce Hihiirogane on a whim and craft ability-less, user-ranked constructs that possess HP according to Requip guidelines. This practice requires concentration and only one Item, Weapon, Armor or construct of up to the user's size can be created and used per post.

A beautiful spell to behold, reminiscent of cherry blossoms in spring. The user creates numerous of tiny blade fragments from their body that appear inconspicuous. These fragments are then superheated to the point where they appear to glow rose-colored. The exact number of fragments that can be created reaches into the dozens. These fragments are shot out in a line at 45 meters per second up to 45 meters away from the user from any part of the user's body.. Being hit with one of the fragments deals 12.5% D Rank cutting and D Rank burning damage.Strengths:

Blade fragments are small, thin and incredibly hard to predict, even with perceptive enhancements.

Fragments remain stuck in whatever they hit last and can deal D Rank terrain damage.

Requires the user to aim precisely, as he can not control the fragments after they are shot.

Wind magic can push the fragments off track.

Fragments are fragile and can easily be destroyed with offensive magic.

D+ Rank water magic can cool down the fragment's heat nullifying their burning damage.

Duration: InstantCooldown: 2 postsName: Kiku-Ichi-Monji (菊一文字 lit. Chrysanthemum-One)Rank: DType: DefensiveDescription: A robust, sturdy sword that is said to protect its user from harm.

The user will cover their skin, fingernails, hair, eyes and any orifices in hihiirogane giving it a dark-grey teint giving the user both increased physical damage as well as increased resistances towards damage.The user receives 50% resistance towards D Rank Earth-type, Poison-type or terrain damage, and 25% resistance against any other type of damage. Physical strikes will also deal bonus D Rank melee damage. Strengths:

Prevents anything from entering the user's body such as toxins, gases or debris.

Can be used in short bursts to distribute effectiveness and potential.

Prevents any form of terrain damage on the afflicted areas.

Weaknesses:

All lightning attacks, effects and damage are doubled when hitting the afflicted areas.

Can not be activated while submerged in water or encased in ice.

Temperatures below 0° Celsius will have a 25% slowing effect upon the afflicted areas.

Bonus damage is physical and does not affect ethereal or otherwise intangible forms.

The user concentrates heat in both hands and then continuously creates metal into them. By making a half-circle swiping motion in front of him with both hands, a large, flattened out incredibly sharp sickel will appear following the hand motion that deals damage to anything 2 meters in front of the user as well as 4 meters left and right of the user. This sickel deals D Rank cutting damage.Strengths:

Surprise attack and swift fabrication makes it difficult to predict.

Can break through D Rank defenses and C Rank Ice defenses.

Can still deal D Rank damage after initial creation.

Weaknesses:

Short range, requires close combat.

Relies on surprise factor and can be anticipated upon second use.

Can not be used underwater.

Can be picked up by opponents and enemies.

Duration: InstantCooldown: 2 postsName: Zanka no Tachi (残火の太刀 lit. Blade of Ember)Rank: DType:Description: A unique blade of no reknown. Created by Zoa himself.

The user will concentrate heat and metal into a part of his body, usually his palm. After a short while a 1 meter long blade will protrude from that area. It will appear a much darker color than the usual grey of Hihiirogane, but will have a distinct white tint alongside the sharp edge. This sword concentrates all the heat of the user alongside its edge making it so sharp and so hot that it cuts anything it touches. Being hit by the sword will deal 6 HP worth of cutting damage and 6 HP worth of Burning damage making 12 damage total.Strengths:

Is magically charged and can even pierce through D Rank projectile spells.

Deals high amounts of damage uncharacteristic for its rank.

The blade can pierce through D Rank defenses and C Rank Ice- or Earth-defenses.

Weaknesses:

User can not use "Living Forge" while this spell is active.

User can not use any other offensive spell while this spell is active.

Primary Magic: Arche der Zeit (Ark of Time)Secondary Magic: /Caster or Holder: CasterDescription: Arc of Time is easily one of the most versatile magics ever to be created. It grants the user the ability to manipulate the time as a solute and volatile construct to employ it as a means of offense, defense, and immense utility. Past, present and future are merely tools in the hands of the user with the prospect of potentially affecting any- and everything that exists.

In general, the idea revolves around everything in reality being connected to everything else through an infinite amount of threads strung together so tightly that they create the fabric of reality as perceived by sentient, intelligent beings. Because of this discovery, the user is able to almost limitlessly alter time to his personal desire. However, as time is an incredibly difficult, ever-changing solute concept of existence, time magic itself is incredibly difficult to comprehend and execute.

Strengths:

Versatility/Malleability: It is a magic that can achieve a seemingly endless number of effects by manipulating time. There are barely any limits to it's manipulative ability as it can intercept and alter, manipulate, rewind, fast forward and unravel the time of all things. The influence of this magic is nigh-omnipotent.

Enemy of Matter: This magic is the natural enemy of all elemental and make magic, as it controls and is able to alter the state of any matter with ease.

Stealth: Time is an intangible, invisible concept of reality, making the application of magic unto it difficult to comprehend and grasp for others as it can often slip by defenses unnoticed.

Weaknesses:

Slow: The routes this magic takes are often slow and don't take a combative fashion, reducing the speed of this magic quite a bit, and giving channel times as well as gaps between cause and effect.

Limits of Influence: Whilst nigh-omnipotent with limits yet to be fully explored, there are some things Time Magic seemingly has difficulties affecting properly. Sentient beings for one, highly developed organisms as well as other intangible concepts such as probability.

Defense: Whilst having a high amount of utility and mobility/escape mechanisms, this magic lacks in straight defense. It has no direct shield or barrier spells and relies heavily on its utility and mobility to avoid damage.

Gravity Magic: Gravity heavy influences the flow of time and can heavily disrupt Time Magic's passing, depending on how the spell is layed out and what its effects are.

Lineage: Keeper of WarDescription: Legends tell of a vengeful monk who was banished from the monastery for his violent behavior who travelled the world; seeking to reek his vengeance. Wherever he went, violence-war-hatred-and discord erupted. However, he came to realization that the monastery monks would continue to foil his revenge by bringing peace to the lands. He sacrificed his body using a powerful dark spell to corrode it in ever lasting war. Some people are cursed with a fraction of this monk's vile gift at birth. They can call upon it to create violence and fighting within an area for a short time.Ability: The user shouts and spreads a black mist over everyone nearby within a 100 meter radius. All communications cease for 3 posts, and everyone fights the person closest to them. If there are no enemies currently present within the infected, they will turn on themselves and begin causing bodily harm.Usage: Can only be used 3 times per thread. Duration: 3 posts. Cool-down: 7 posts.

Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)

Eternal: By pulling out the threads of his own time permanently, the user is able to make his lifespan infinitely longer. Effectively, he does not age as hundreds of thousands of years are like a fragment of a second to the user's body.

Abilities/Powers:

Chronometry: The user's ability to perceive time is highly developed. It grants the user high temporal awareness and cognition. The ability to perceive the past of objects, living things and even the environment through sheer focus. The user can also innately determine the duration and timing of processes, such as how long it takes for water to heat, or even the duration of spells.

Senescence: Where ever the user wanders, time will become distorted and warped through their presence. This is a subtle, almost unnoticeable effect, but it induces slight nausea and reduces the speed of anyone in a 20/30/40/50/60 meter range at D/C/B/A/S rank by 2% for every post they stay in the user's range (caps at 50% reduction). This debuff exponentially decreases by 2% per post once they leave the user's range. (toggled ability)

Debuffs typically aren't as high as 50% without any drawbacks especially at D-Rank. You could potentially scale it up as you get higher in rank but for now, have it be an appropriate limit for a D-Rank so perhaps 25-30%.

Reset: The body of a time magic user reconstitutes itself to its primary condition over time. Thus it heals all wounds, even reconstituting lost limbs over time.D/C Rank: 1% HP regen per postB/A Rank: 2% HP regen per postS/H Rank: 3% HP regen per post

D Rank Spells:

Name: Chrono TriggerRank: DType: BlinkDescription: This spell allows the user to create a Return Pad in his vicinity without having to touch a surface physically. It can only be cast on surfaces within a 15 meter radius of the user and has to be in his line of sight.

Return Pads:

Return Pads are small seals, about the size of a human palm that register the position of the user at that point in time and allow them to blink back to the return pad whenever they wish. Return Pads are seals and last for as long as the user either chooses not to blink back to them, or until the surface they rest on is destroyed.

Strengths:

User can jump back to Return Pad even at great distance

Can jump back even if movement is otherwise restricted

Can be cast upon any surface, even small ones that can be transported

Weaknesses:

Needs to be able to see the surface to create a Return Pad on it

Return Pad can be destroyed by destroying the surface it was casted upon

Blinking back to a return pad costs half this spell's cost in mana

Return Pads are visible, and can therefore be anticipated

Duration: InstantCooldown: 2 postsName: ChronodiveRank: DType: Supportive; MovementDescription: The user warps time relative to him in such a way that he is enabled to dash in a specific direaction up to 15 meters. In the user's direct vicinity, a visibly unstable time field will be created. Opponents coming into contact with this field will be knocked back and receive D Rank damage. This spell leaves behind a return pad if the user dashed from a solid surface.Strengths:

Movement debuffs do not affect the speed

Able to move into any direction

Knocks opponents back a fair amount

Weaknesses:

Return pad can not be placed mid-air

Good for preventing melee fighters from getting close or pushing through terrain

Movement can be interrupted by damage

Not useable in fields of Gravity Magic

Duration: InstantCooldown: 2 postsName: Distortion TriggerRank: DType: BlinkDescription: The user unravels and breaks an opponents timeline apart, causing a distortion that first slows and then deals D-Rank damage. This spell can be cast in a 20 meter radius around the user and can target anything within his line of sight. The targeted area can be up to 2 meter in radius and will visibly distort before imploding and dealing damage. Any character caught within the area will be slowed by 50%.

Please adjust the range to be in range of a burst spell as instant spells are burst spells when it comes to the ranges and speeds. Also, D-Rank debuffs should be around 25-30% in terms of effectiveness unless it has drawbacks. So, adjust accordingly if you don't mind.

Strengths:

Slows down movement to prevent escaping from the range

Damage ignores armor

Can be cast without incantations or other signals

Weaknesses:

Can be anticipated as the affected area becomes visible right before the damage arrives

Damage type is simply magic and can be shrugged off

Damage halved when against Gravity Spells

Magical defenses still work

Duration: InstantCooldown: 2 postsName: SpellwindRank: DType: SupportiveDescription: By warping his own magic's time for a short burst, the user is able to affect the next spell he casts. The next Spell of this spell's rank will have its cooldown refunded, enabling the spell to be cast twice in rapid succession.

Strengths:

Allows the user to repeat the casting of an important spell

Can be cast without any indication, incantation or other aid

Can stack spell effects by casting them twice simultaneously

Weaknesses:

Does not refund mana

Can't apply on itself

Can only affect cooldown, and not duration

Can not affect allies' spells

Duration: InstantCooldown: 2 posts

Once the following edits are made, please bump the thread so I can review for grading again.

Primary Magic: Arche der Zeit (Ark of Time)Secondary Magic: /Caster or Holder: CasterDescription: Arc of Time is easily one of the most versatile magics ever to be created. It grants the user the ability to manipulate the time as a solute and volatile construct to employ it as a means of offense, defense, and immense utility. Past, present and future are merely tools in the hands of the user with the prospect of potentially affecting any- and everything that exists.

In general, the idea revolves around everything in reality being connected to everything else through an infinite amount of threads strung together so tightly that they create the fabric of reality as perceived by sentient, intelligent beings. Because of this discovery, the user is able to almost limitlessly alter time to his personal desire. However, as time is an incredibly difficult, ever-changing solute concept of existence, time magic itself is incredibly difficult to comprehend and execute.

Strengths:

Versatility/Malleability: It is a magic that can achieve a seemingly endless number of effects by manipulating time. There are barely any limits to it's manipulative ability as it can intercept and alter, manipulate, rewind, fast forward and unravel the time of all things. The influence of this magic is nigh-omnipotent.

Enemy of Matter: This magic is the natural enemy of all elemental and make magic, as it controls and is able to alter the state of any matter with ease.

Stealth: Time is an intangible, invisible concept of reality, making the application of magic unto it difficult to comprehend and grasp for others as it can often slip by defenses unnoticed.

Weaknesses:

Slow: The routes this magic takes are often slow and don't take a combative fashion, reducing the speed of this magic quite a bit, and giving channel times as well as gaps between cause and effect.

Limits of Influence: Whilst nigh-omnipotent with limits yet to be fully explored, there are some things Time Magic seemingly has difficulties affecting properly. Sentient beings for one, highly developed organisms as well as other intangible concepts such as probability.

Defense: Whilst having a high amount of utility and mobility/escape mechanisms, this magic lacks in straight defense. It has no direct shield or barrier spells and relies heavily on its utility and mobility to avoid damage.

Gravity Magic: Gravity heavy influences the flow of time and can heavily disrupt Time Magic's passing, depending on how the spell is layed out and what its effects are.

Lineage: Keeper of WarDescription: Legends tell of a vengeful monk who was banished from the monastery for his violent behavior who travelled the world; seeking to reek his vengeance. Wherever he went, violence-war-hatred-and discord erupted. However, he came to realization that the monastery monks would continue to foil his revenge by bringing peace to the lands. He sacrificed his body using a powerful dark spell to corrode it in ever lasting war. Some people are cursed with a fraction of this monk's vile gift at birth. They can call upon it to create violence and fighting within an area for a short time.Ability: The user shouts and spreads a black mist over everyone nearby within a 100 meter radius. All communications cease for 3 posts, and everyone fights the person closest to them. If there are no enemies currently present within the infected, they will turn on themselves and begin causing bodily harm.Usage: Can only be used 3 times per thread. Duration: 3 posts. Cool-down: 7 posts.

Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)

Eternal: By pulling out the threads of his own time permanently, the user is able to make his lifespan infinitely longer. Effectively, he does not age as hundreds of thousands of years are like a fragment of a second to the user's body.

Abilities/Powers:

Chronometry: The user's ability to perceive time is highly developed. It grants the user high temporal awareness and cognition. The ability to perceive the past of objects, living things and even the environment through sheer focus. The user can also innately determine the duration and timing of processes, such as how long it takes for water to heat, or even the duration of spells.

Senescence: Where ever the user wanders, time will become distorted and warped through their presence. This is a subtle, almost unnoticeable effect, but it induces slight nausea and reduces the speed of anyone in a 20/30/40/50/60 meter range at D/C/B/A/S rank by 2% for every post they stay in the user's range (caps at 20/30/40/50/60% reduction at D/C/B/A/S Rank). This debuff exponentially decreases by 2% per post once they leave the user's range. (toggled ability)

Reset: The body of a time magic user reconstitutes itself to its primary condition over time. Thus it heals all wounds, even reconstituting lost limbs over time.D/C Rank: 1% HP regen per postB/A Rank: 2% HP regen per postS/H Rank: 3% HP regen per post

D Rank Spells:

Name: Chrono TriggerRank: DType: BlinkDescription: This spell allows the user to create a Return Pad in his vicinity without having to touch a surface physically. It can only be cast on surfaces within a 15 meter radius of the user and has to be in his line of sight.

Return Pads:

Return Pads are small seals, about the size of a human palm that register the position of the user at that point in time and allow them to blink back to the return pad whenever they wish. Return Pads are seals and last for as long as the user either chooses not to blink back to them, or until the surface they rest on is destroyed.

Strengths:

User can jump back to Return Pad even at great distance

Can jump back even if movement is otherwise restricted

Can be cast upon any surface, even small ones that can be transported

Weaknesses:

Needs to be able to see the surface to create a Return Pad on it

Return Pad can be destroyed by destroying the surface it was casted upon

Blinking back to a return pad costs half this spell's cost in mana

Return Pads are visible, and can therefore be anticipated

Duration: InstantCooldown: 2 postsName: ChronodiveRank: DType: Supportive; MovementDescription: The user warps time relative to him in such a way that he is enabled to dash in a specific direaction up to 15 meters. In the user's direct vicinity, a visibly unstable time field will be created. Opponents coming into contact with this field will be knocked back and receive D Rank damage. This spell leaves behind a return pad if the user dashed from a solid surface.Strengths:

Movement debuffs do not affect the speed

Able to move into any direction

Knocks opponents back a fair amount

Weaknesses:

Return pad can not be placed mid-air

Good for preventing melee fighters from getting close or pushing through terrain

Movement can be interrupted by damage

Not useable in fields of Gravity Magic

Duration: InstantCooldown: 2 postsName: Distortion TriggerRank: DType: BlinkDescription: The user unravels and breaks an opponents timeline apart, causing a distortion that first slows and then deals D-Rank damage. This spell can be cast in a 60 meter radius around the user and can target anything within his line of sight. The target will visibly distort before experiencing pain and receiving damage. Any target affected will be slowed by 30% for one post.Strengths:

Slows down movement to prevent escaping from the range

Damage ignores armor

Can be cast without incantations or other signals

Weaknesses:

Can be anticipated as the affected area becomes visible right before the damage arrives

Damage type is simply magic and can be shrugged off

Damage halved when against Gravity Spells

Magical defenses still work

Duration: 1 postCooldown: 2 postsName: SpellwindRank: DType: SupportiveDescription: By warping his own magic's time for a short burst, the user is able to affect the next spell he casts. The next Spell of this spell's rank will have its cooldown refunded, enabling the spell to be cast twice in rapid succession.

Complete cooldown reset is something that isn't allowed on the site so this spell will need to be changed in entirety.

Strengths:

Allows the user to repeat the casting of an important spell

Can be cast without any indication, incantation or other aid

Can stack spell effects by casting them twice simultaneously

Weaknesses:

Does not refund mana

Can't apply on itself

Can only affect cooldown, and not duration

Can not affect allies' spells

Duration: InstantCooldown: 2 posts

My apologies about the edit I requested to be changed, I noticed it the first time but I forgot to mention it. Once again, bump when you are ready for grading.

A utilitarian type of magic that originates on the remote island nation Ca-elum. A smithing, or forging type of magic that combines the usage of heat and ferrokinesis to improve the craft of smithery. Whilst Ca-elum has no wizard population to speak of, the craft of smithery is so advanced and widespread in the country, that some several hundreds of years ago diplomats from Midi studied, recorded and brought the expertise of Ca-elum's craft back to Midi, where it was combined with magical prowess and perfected into the art of Hihiirogane.

Hihiirogane employs the creation and manipulation of a man-made type of liquid metallic alloy the swordsmiths of Midi created specifically for this magic. This metal is incredibly receptive to ethernano and hardens when coming into contact with heat, allowing the metal to be superheated by its user which turns it harder than diamond. It is said that Hihiirogane never rusts, decays or becomes brittle and can eternally change its shape. Even in its liquid, malleable state it is stronger than steel. It can therefore only be manipulated and brought into shape by someone ferrokinetically controlling it and then infusing it with heat.

Whilst this magic was originally solely used to craft the finest and strongest of weapons for the people of Midi, there are some individuals who have turned it into a lethal combat-ready magic. It is said that the true potential of Hihiirogane is only activated when used in battle by a true mage. Because of the alloys innate stored energy and unique malleable nature it is both highly destructive and incredibly versatile when used correctly. And due to the relative youth of this type of magic, its limits are yet to be tested. Something that Zoa has decided to do by himself after experiencing the strength of this magic first-hand.

Strengths:

Earth-Based Magic: Due to the innate quality of the metal, this magic is strong against other mineral-based magics, whilst the heat aspect is strong against plant-based magics.

Ice-Based Magic: Due to the heat the metal can generate, this magic is innately strong against ice-based magics and cancels out the effects ice-based magics have against the metal.

Fire-Based Magic: Due to the innate property of the metal, fire- and other heat-based magics fair relatively poorly against this magic.

Permanent Constructs: The constructs and creations this magic creates are permanent and don't dissolve, dissappear or become weaker, even if their creator falls unconscious or dies.

Barrier-Breaking: The sheer force that this magic can produce can be enough to break down most equally ranked defenses.

Weaknesses:

Slayer Banquet: Even though Hihiirogane is a very unique and peculiar type of metal, it is still metal and can therefore be eaten by any metal-type slayer.

Thunderdome: Hihiirogane, alongside all of its unique properties and qualities is still a metal and therefore conductive. This can make it unintentionally simple for lightning-based magics to reach the user.

Waterworks: Forging things underwater is nearly impossible as generating enough heat in the user's surroundings is nearly impossible. The same counts for getting encased in ice.

Arts & Crafts: Being a mage is hard. Being an artist is also difficult. Being both simultaneously requires mental fortidude. To create and shape the metal, the user requires mental composure and a vision of what he wishes to create. Anything that impedes on the users conscious can reduce the effectiveness of the magic.

Aiding The Enemy: Any construct this magic creates can be used not only by the mage that created it, but by basically anyone with enough brains to do so. While they would be unable to activate the heat stored within the constructs, any swords can be picked up by anyone, and any walls can be hidden behind by anyone.

Ethereal Realm: This magic is primarily physical and deals its damage through physical means, and therefore has a tougher time against any opponents ethereal or otherwise incorporeal

Lineage: Armoured BeastDescription: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.Usage: Passive.

Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)

Weapons Master: As someone who constantly creates weapons and equipment, the user is able to handle any type or shape of weapon with ease. Users of this magic develop a talent for wielding any type of weaponry they can get their hands on, or create themselves.

Artist: Users of this magic are notably artistic. They are naturally inclined towards arts & crafts and have a talent for any type of art involving shaping and forming. When witnessing this magic in action, most people comment that the handling of Hihiirogane appears much like a dance to onlookers. There is undeniable beauty about this magic.

Abilities/Powers:

Living Forge: Lying at the core of this magic is the most notable ability that users of this magic share. The ability to regulate body temperature and generate heat from inside of their own body, essentially turning them into something of a "living forge", their touch being hot enough to control Hihiirogane efficiently without using spells. This is a toggled state in which the user will constantly emit steam from their body heat alone and scorch the ground they walk on. The user will also deal user-ranked burning damage upon physical contact. They also possess 10/15/20/25/30 % resistance to both fire- and ice-based magics at D/C/B/A/S Ranks.

Superhuman Metabolism: Through the consistent stress the use of Living Forge puts on the users body, the user experiences superhuman condition through the enhanced metabolism they possess due to constantly having to endure superhuman body temperatures. The user possesses 25% more stamina and hp than someone at their rank and can resist the pain of damage of their own rank with relative ease. When using Living Forge they experience an additional 10/15/20/25/30% boost at D/C/B/A/S Rank to all physical strength and speed.

Please lower the stamina and hp buff to at least 15%

Sun-Colored Metal: The user can continously produce Hihiirogane on a whim and craft the equivalent of Weak/Strong/Legendary/Artifact/Mythical Weapons, Armors, Items or other more simple constructs such as walls, ropes or bridges at D/C/B/A/S Rank without carving into their mana pool. This practice requires concentration and only one Item, Weapon, Armor or construct of up to the user's size can be created per post. To create something twice of their own size, the user requires twice the amount of time, meaning such a construct would only be finished next post. Primarily, this ability is used to supply the user with equipment on the spot.

Please just state that this ability follows standard requip rules for damage and how much damage the shield can take. Also, specify you can only have a shield, weapon, or an item per post. Only one per post and never all three at the same time.

A beautiful spell to behold, reminiscent of cherry blossoms in spring. The user creates numerous of tiny blade fragments from their body that appear inconspicuous. These fragments are then superheated to the point where they appear to glow rose-colored. The exact number of fragments reaches into the hundreds. These fragments can be shot at high speeds from any part of his body, making their movements impossible to predict. Being hit with one of the fragments deals D Rank cutting and D Rank burning damage.

Please specify the range and speed of this spell. Also, due to this spell falling under the multi-hit category, each fragment can only deal 25% of rank damage per hit.

Strengths:

Blade fragments are small, thin and incredibly hard to predict, even with perceptive enhancements.

Fragments remain stuck in whatever they hit last and can deal D Rank terrain damage.

Requires the user to aim precisely, as he can not control the fragments after they are shot.

Wind magic can push the fragments off track.

Fragments are fragile and can easily be destroyed with offensive magic.

D+ Rank water magic can cool down the fragment's heat nullifying their burning damage.

Duration: InstantCooldown: 2 postsName: Kiku-Ichi-Monji (菊一文字 lit. Chrysanthemum-One)Rank: DType: DefensiveDescription: A robust, sturdy sword that is said to protect its user from harm.

The user will cover their skin, fingernails, hair, eyes and any orifices in hihiirogane giving it a dark-grey teint giving the user both increased physical damage as well as increased resistances towards damage.The user receives 100% resistance towards D Rank Earth-type, Poison-type or terrain damage, and 50% resistance against any other type of damage. Physical strikes will also deal bonus D Rank melee damage.

Please lower the resistances to 25% as 100% resistance is not allowed and 50% is too high for a D-Rank spell.

Strengths:

Prevents anything from entering the user's body such as toxins, gases or debris.

Can be used in short bursts to distribute effectiveness and potential.

Prevents any form of terrain damage on the afflicted areas.

Weaknesses:

All lightning attacks, effects and damage are doubled when hitting the afflicted areas.

Can not be activated while submerged in water or encased in ice.

Temperatures below 0° Celsius will have a 25% slowing effect upon the afflicted areas.

Bonus damage is physical and does not affect ethereal or otherwise intangible forms.

The user concentrates heat in both hands and then continuously creates metal into them. By making a half-circle swiping motion in front of him, a large, flattened out incredibly sharp sickel will appear following the hand motion that deals damage to anything 2 meters in front of the user as well as 4 meters left and right of the user. This sickel deals D Rank cutting damage and can be created twice from either hand.

The user will concentrate heat and metal into a part of his body, usually his palm. After a short while a 1 meter long blade will protrude from that area. It will appear a much darker color than the usual grey of Hihiirogane, but will have a distinct white tint alongside the sharp edge. This sword concentrates all the heat of the user alongside its edge making it so sharp and so hot that it cuts anything it touches. Being hit by the sword will deals 1.5 D Rank cutting damage and 1.5 D Rank worth of burning damage.

Please use appropriate requip values for this in terms of damage per slash.

Strengths:

Is magically charged and can even cut through D Rank projectile spells.

Deals high amounts of damage uncharacteristic for its rank.

The blade can pierce through D Rank defenses and C Rank Ice- or Earth-defenses.

Weaknesses:

User can not use "Living Forge" while this spell is active.

User can not use any other offensive spell while this spell is active.

A utilitarian type of magic that originates on the remote island nation Ca-elum. A smithing, or forging type of magic that combines the usage of heat and ferrokinesis to improve the craft of smithery. Whilst Ca-elum has no wizard population to speak of, the craft of smithery is so advanced and widespread in the country, that some several hundreds of years ago diplomats from Midi studied, recorded and brought the expertise of Ca-elum's craft back to Midi, where it was combined with magical prowess and perfected into the art of Hihiirogane.

Hihiirogane employs the creation and manipulation of a man-made type of liquid metallic alloy the swordsmiths of Midi created specifically for this magic. This metal is incredibly receptive to ethernano and hardens when coming into contact with heat, allowing the metal to be superheated by its user which turns it harder than diamond. It is said that Hihiirogane never rusts, decays or becomes brittle and can eternally change its shape. Even in its liquid, malleable state it is stronger than steel. It can therefore only be manipulated and brought into shape by someone ferrokinetically controlling it and then infusing it with heat.

Whilst this magic was originally solely used to craft the finest and strongest of weapons for the people of Midi, there are some individuals who have turned it into a lethal combat-ready magic. It is said that the true potential of Hihiirogane is only activated when used in battle by a true mage. Because of the alloys innate stored energy and unique malleable nature it is both highly destructive and incredibly versatile when used correctly. And due to the relative youth of this type of magic, its limits are yet to be tested. Something that Zoa has decided to do by himself after experiencing the strength of this magic first-hand.

Strengths:

Earth-Based Magic: Due to the innate quality of the metal, this magic is strong against other mineral-based magics, whilst the heat aspect is strong against plant-based magics.

Ice-Based Magic: Due to the heat the metal can generate, this magic is innately strong against ice-based magics and cancels out the effects ice-based magics have against the metal.

Fire-Based Magic: Due to the innate property of the metal, fire- and other heat-based magics fair relatively poorly against this magic.

Permanent Constructs: The constructs and creations this magic creates are permanent and don't dissolve, dissappear or become weaker, even if their creator falls unconscious or dies.

Barrier-Breaking: The sheer force that this magic can produce can be enough to break down most equally ranked defenses.

Weaknesses:

Slayer Banquet: Even though Hihiirogane is a very unique and peculiar type of metal, it is still metal and can therefore be eaten by any metal-type slayer.

Thunderdome: Hihiirogane, alongside all of its unique properties and qualities is still a metal and therefore conductive. This can make it unintentionally simple for lightning-based magics to reach the user.

Waterworks: Forging things underwater is nearly impossible as generating enough heat in the user's surroundings is nearly impossible. The same counts for getting encased in ice.

Arts & Crafts: Being a mage is hard. Being an artist is also difficult. Being both simultaneously requires mental fortidude. To create and shape the metal, the user requires mental composure and a vision of what he wishes to create. Anything that impedes on the users conscious can reduce the effectiveness of the magic.

Aiding The Enemy: Any construct this magic creates can be used not only by the mage that created it, but by basically anyone with enough brains to do so. While they would be unable to activate the heat stored within the constructs, any swords can be picked up by anyone, and any walls can be hidden behind by anyone.

Ethereal Realm: This magic is primarily physical and deals its damage through physical means, and therefore has a tougher time against any opponents ethereal or otherwise incorporeal

Lineage: Armoured BeastDescription: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.Usage: Passive.

Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)

Weapons Master: As someone who constantly creates weapons and equipment, the user is able to handle any type or shape of weapon with ease. Users of this magic develop a talent for wielding any type of weaponry they can get their hands on, or create themselves.

Artist: Users of this magic are notably artistic. They are naturally inclined towards arts & crafts and have a talent for any type of art involving shaping and forming. When witnessing this magic in action, most people comment that the handling of Hihiirogane appears much like a dance to onlookers. There is undeniable beauty about this magic.

Abilities/Powers:

Living Forge: Lying at the core of this magic is the most notable ability that users of this magic share. The ability to regulate body temperature and generate heat from inside of their own body, essentially turning them into something of a "living forge", their touch being hot enough to control Hihiirogane efficiently without using spells. This is a toggled state in which the user will constantly emit steam from their body heat alone and scorch the ground they walk on. The user will also deal user-ranked burning damage upon physical contact. They also possess 10/15/20/25/30 % resistance to both fire- and ice-based magics at D/C/B/A/S Ranks.

Superhuman Metabolism: Through the consistent stress the use of Living Forge puts on the users body, the user experiences superhuman condition through the enhanced metabolism they possess due to constantly having to endure superhuman body temperatures. The user possesses 15% more stamina and hp than someone at their rank and can resist the pain of damage of their own rank with relative ease. When using Living Forge they experience an additional 10/15/20/25/30% boost at D/C/B/A/S Rank to all physical strength and speed.

Specify what stamina is please.

Sun-Colored Metal: The user can continously produce Hihiirogane on a whim and craft ability-less, user-ranked constructs that possess HP according to Requip guidelines. This practice requires concentration and only one Item, Weapon, Armor or construct of up to the user's size can be created and used per post.

A beautiful spell to behold, reminiscent of cherry blossoms in spring. The user creates numerous of tiny blade fragments from their body that appear inconspicuous. These fragments are then superheated to the point where they appear to glow rose-colored. The exact number of fragments that can be created reaches into the dozens. These fragments are shot out in a line at 45 meters per second up to 45 meters away from the user from any part of the user's body.. Being hit with one of the fragments deals 25% D Rank cutting and D Rank burning damage.

Please make this deal only one type of damage, so either cutting or burning.

Strengths:

Blade fragments are small, thin and incredibly hard to predict, even with perceptive enhancements.

Fragments remain stuck in whatever they hit last and can deal D Rank terrain damage.

Requires the user to aim precisely, as he can not control the fragments after they are shot.

Wind magic can push the fragments off track.

Fragments are fragile and can easily be destroyed with offensive magic.

D+ Rank water magic can cool down the fragment's heat nullifying their burning damage.

Duration: InstantCooldown: 2 postsName: Kiku-Ichi-Monji (菊一文字 lit. Chrysanthemum-One)Rank: DType: DefensiveDescription: A robust, sturdy sword that is said to protect its user from harm.

The user will cover their skin, fingernails, hair, eyes and any orifices in hihiirogane giving it a dark-grey teint giving the user both increased physical damage as well as increased resistances towards damage.The user receives 50% resistance towards D Rank Earth-type, Poison-type or terrain damage, and 25% resistance against any other type of damage. Physical strikes will also deal bonus D Rank melee damage. Strengths:

Prevents anything from entering the user's body such as toxins, gases or debris.

Can be used in short bursts to distribute effectiveness and potential.

Prevents any form of terrain damage on the afflicted areas.

Weaknesses:

All lightning attacks, effects and damage are doubled when hitting the afflicted areas.

Can not be activated while submerged in water or encased in ice.

Temperatures below 0° Celsius will have a 25% slowing effect upon the afflicted areas.

Bonus damage is physical and does not affect ethereal or otherwise intangible forms.

The user concentrates heat in both hands and then continuously creates metal into them. By making a half-circle swiping motion in front of him with both hands, a large, flattened out incredibly sharp sickel will appear following the hand motion that deals damage to anything 2 meters in front of the user as well as 4 meters left and right of the user. This sickel deals D Rank cutting damage.Strengths:

Surprise attack and swift fabrication makes it difficult to predict.

Can break through D Rank defenses and C Rank Ice defenses.

Can still deal D Rank damage after initial creation.

Weaknesses:

Short range, requires close combat.

Relies on surprise factor and can be anticipated upon second use.

Can not be used underwater.

Can be picked up by opponents and enemies.

Duration: InstantCooldown: 2 postsName: Zanka no Tachi (残火の太刀 lit. Blade of Ember)Rank: DType:Description: A unique blade of no reknown. Created by Zoa himself.

The user will concentrate heat and metal into a part of his body, usually his palm. After a short while a 1 meter long blade will protrude from that area. It will appear a much darker color than the usual grey of Hihiirogane, but will have a distinct white tint alongside the sharp edge. This sword concentrates all the heat of the user alongside its edge making it so sharp and so hot that it cuts anything it touches. Being hit by the sword will deal 6 HP worth of cutting damage and 6 HP worth of Burning damage making 12 damage total.

Please make this deal only one type of damage, so either cutting or burning.

Strengths:

Is magically charged and can even pierce through D Rank projectile spells.

Deals high amounts of damage uncharacteristic for its rank.

The blade can pierce through D Rank defenses and C Rank Ice- or Earth-defenses.

Weaknesses:

User can not use "Living Forge" while this spell is active.

User can not use any other offensive spell while this spell is active.

User can not forge this spell underwater.

Is close range and forces the user into close combat to be effective.

Duration: 2 postsCooldown: 3 posts

Please make sure you are never more than 50% resistant to one thing at a time.

The whole point of this magic is that it's superheated metal and swords and the like. So why wouldn't it deal two types of damage?

I mean, I split the first spell's damage down the middle so now it deals just as much damage as a regular D Rank spell. But for the rest I'm getting confused. Like, spells deal physical and burning damage, that's the entire point of this magic. If you cut with a very hot sword that's what it'll do.

Also, stamina is just a synonym for endurance, changed the wording on that though.

Edit: I checked the rules, it doesn't say that spells can't deal two types of damage anywhere.

I understand that this deals burning and physical damage. But that doesn't exist on this site. We solely have damage. How the damage is dealt is subjective as it changes per magic. Simply, put one value and say it deals this amount of damage through burning and physical damage. Adding additional numbers isn't really needed so it adds a level of uncertainty for those who might be reading the spell.

This is more for clarity's sake. Please bump this thread when the appropriate changes have been made.

I can see your point now, but splitting the damage actually matters because of resistances.

If someone has 50% resistance to fire based magic, then the only part of the damage that would get reduced would be the fire- or burn-damage. Or if they were resistant towards physical damage the fire damage would still deal full damage. I guess I could generalize it as resistances against certain elements are only half as effective? But then I couldn't have spells where the damage isn't split exactly even.

All in all, I get your point, but don't you see my point? Like, resistances and defenses are are pretty big deal, and creating offensive magic around it is kind of important.

It's LESS uncertain like this if anything, because nobody will know exactly how resistances will interact with the damage my spells deal.

If you still want me to change it after this, I guess I can, but if anything I'm pretty sure it will only add more uncertainty as I won't have a clear number of how the damage is stacked against opponents, especially npc enemies during missions and whatnot.

So yeah, I think I made made a pretty clear argument, if that's still not accepted, I guess I'll edit.

A utilitarian type of magic that originates on the remote island nation Ca-elum. A smithing, or forging type of magic that combines the usage of heat and ferrokinesis to improve the craft of smithery. Whilst Ca-elum has no wizard population to speak of, the craft of smithery is so advanced and widespread in the country, that some several hundreds of years ago diplomats from Midi studied, recorded and brought the expertise of Ca-elum's craft back to Midi, where it was combined with magical prowess and perfected into the art of Hihiirogane.

Hihiirogane employs the creation and manipulation of a man-made type of liquid metallic alloy the swordsmiths of Midi created specifically for this magic. This metal is incredibly receptive to ethernano and hardens when coming into contact with heat, allowing the metal to be superheated by its user which turns it harder than diamond. It is said that Hihiirogane never rusts, decays or becomes brittle and can eternally change its shape. Even in its liquid, malleable state it is stronger than steel. It can therefore only be manipulated and brought into shape by someone ferrokinetically controlling it and then infusing it with heat.

Whilst this magic was originally solely used to craft the finest and strongest of weapons for the people of Midi, there are some individuals who have turned it into a lethal combat-ready magic. It is said that the true potential of Hihiirogane is only activated when used in battle by a true mage. Because of the alloys innate stored energy and unique malleable nature it is both highly destructive and incredibly versatile when used correctly. And due to the relative youth of this type of magic, its limits are yet to be tested. Something that Zoa has decided to do by himself after experiencing the strength of this magic first-hand.

Strengths:

Earth-Based Magic: Due to the innate quality of the metal, this magic is strong against other mineral-based magics, whilst the heat aspect is strong against plant-based magics.

Ice-Based Magic: Due to the heat the metal can generate, this magic is innately strong against ice-based magics and cancels out the effects ice-based magics have against the metal.

Fire-Based Magic: Due to the innate property of the metal, fire- and other heat-based magics fair relatively poorly against this magic.

Permanent Constructs: The constructs and creations this magic creates are permanent and don't dissolve, dissappear or become weaker, even if their creator falls unconscious or dies.

Barrier-Breaking: The sheer force that this magic can produce can be enough to break down most equally ranked defenses.

Weaknesses:

Slayer Banquet: Even though Hihiirogane is a very unique and peculiar type of metal, it is still metal and can therefore be eaten by any metal-type slayer.

Thunderdome: Hihiirogane, alongside all of its unique properties and qualities is still a metal and therefore conductive. This can make it unintentionally simple for lightning-based magics to reach the user.

Waterworks: Forging things underwater is nearly impossible as generating enough heat in the user's surroundings is nearly impossible. The same counts for getting encased in ice.

Arts & Crafts: Being a mage is hard. Being an artist is also difficult. Being both simultaneously requires mental fortidude. To create and shape the metal, the user requires mental composure and a vision of what he wishes to create. Anything that impedes on the users conscious can reduce the effectiveness of the magic.

Aiding The Enemy: Any construct this magic creates can be used not only by the mage that created it, but by basically anyone with enough brains to do so. While they would be unable to activate the heat stored within the constructs, any swords can be picked up by anyone, and any walls can be hidden behind by anyone.

Ethereal Realm: This magic is primarily physical and deals its damage through physical means, and therefore has a tougher time against any opponents ethereal or otherwise incorporeal

Lineage: Armoured BeastDescription: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.Usage: Passive.

Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)

Weapons Master: As someone who constantly creates weapons and equipment, the user is able to handle any type or shape of weapon with ease. Users of this magic develop a talent for wielding any type of weaponry they can get their hands on, or create themselves.

Artist: Users of this magic are notably artistic. They are naturally inclined towards arts & crafts and have a talent for any type of art involving shaping and forming. When witnessing this magic in action, most people comment that the handling of Hihiirogane appears much like a dance to onlookers. There is undeniable beauty about this magic.

Abilities/Powers:

Living Forge: Lying at the core of this magic is the most notable ability that users of this magic share. The ability to regulate body temperature and generate heat from inside of their own body, essentially turning them into something of a "living forge", their touch being hot enough to control Hihiirogane efficiently without using spells. This is a toggled state in which the user will constantly emit steam from their body heat alone and scorch the ground they walk on. The user will also deal user-ranked burning damage upon physical contact. They also possess 10/15/20/25/30 % resistance to both fire- and ice-based magics at D/C/B/A/S Ranks.

Superhuman Metabolism: Through the consistent stress the use of Living Forge puts on the users body, the user experiences superhuman condition through the enhanced metabolism they possess due to constantly having to endure superhuman body temperatures. The user possesses 15% more endurance and hp than someone at their rank and can resist the pain of damage of their own rank with relative ease. When using Living Forge they experience an additional 10/15/20/25/30% boost at D/C/B/A/S Rank to all physical strength and speed.

Sun-Colored Metal: The user can continously produce Hihiirogane on a whim and craft ability-less, user-ranked constructs that possess HP according to Requip guidelines. This practice requires concentration and only one Item, Weapon, Armor or construct of up to the user's size can be created and used per post.

A beautiful spell to behold, reminiscent of cherry blossoms in spring. The user creates numerous of tiny blade fragments from their body that appear inconspicuous. These fragments are then superheated to the point where they appear to glow rose-colored. The exact number of fragments that can be created reaches into the dozens. These fragments are shot out in a line at 45 meters per second up to 45 meters away from the user from any part of the user's body.. Being hit with one of the fragments deals 12.5% D Rank cutting and D Rank burning damage.Strengths:

Blade fragments are small, thin and incredibly hard to predict, even with perceptive enhancements.

Fragments remain stuck in whatever they hit last and can deal D Rank terrain damage.

Requires the user to aim precisely, as he can not control the fragments after they are shot.

Wind magic can push the fragments off track.

Fragments are fragile and can easily be destroyed with offensive magic.

D+ Rank water magic can cool down the fragment's heat nullifying their burning damage.

Duration: InstantCooldown: 2 postsName: Kiku-Ichi-Monji (菊一文字 lit. Chrysanthemum-One)Rank: DType: DefensiveDescription: A robust, sturdy sword that is said to protect its user from harm.

The user will cover their skin, fingernails, hair, eyes and any orifices in hihiirogane giving it a dark-grey teint giving the user both increased physical damage as well as increased resistances towards damage.The user receives 50% resistance towards D Rank Earth-type, Poison-type or terrain damage, and 25% resistance against any other type of damage. Physical strikes will also deal bonus D Rank melee damage. Strengths:

Prevents anything from entering the user's body such as toxins, gases or debris.

Can be used in short bursts to distribute effectiveness and potential.

Prevents any form of terrain damage on the afflicted areas.

Weaknesses:

All lightning attacks, effects and damage are doubled when hitting the afflicted areas.

Can not be activated while submerged in water or encased in ice.

Temperatures below 0° Celsius will have a 25% slowing effect upon the afflicted areas.

Bonus damage is physical and does not affect ethereal or otherwise intangible forms.

The user concentrates heat in both hands and then continuously creates metal into them. By making a half-circle swiping motion in front of him with both hands, a large, flattened out incredibly sharp sickel will appear following the hand motion that deals damage to anything 2 meters in front of the user as well as 4 meters left and right of the user. This sickel deals D Rank cutting damage.Strengths:

Surprise attack and swift fabrication makes it difficult to predict.

Can break through D Rank defenses and C Rank Ice defenses.

Can still deal D Rank damage after initial creation.

Weaknesses:

Short range, requires close combat.

Relies on surprise factor and can be anticipated upon second use.

Can not be used underwater.

Can be picked up by opponents and enemies.

Duration: InstantCooldown: 2 postsName: Zanka no Tachi (残火の太刀 lit. Blade of Ember)Rank: DType:Description: A unique blade of no reknown. Created by Zoa himself.

The user will concentrate heat and metal into a part of his body, usually his palm. After a short while a 1 meter long blade will protrude from that area. It will appear a much darker color than the usual grey of Hihiirogane, but will have a distinct white tint alongside the sharp edge. This sword concentrates all the heat of the user alongside its edge making it so sharp and so hot that it cuts anything it touches. Being hit by the sword will deal 6 HP worth of cutting damage and 6 HP worth of Burning damage making 12 damage total.Strengths:

Is magically charged and can even pierce through D Rank projectile spells.

Deals high amounts of damage uncharacteristic for its rank.

The blade can pierce through D Rank defenses and C Rank Ice- or Earth-defenses.

Weaknesses:

User can not use "Living Forge" while this spell is active.

User can not use any other offensive spell while this spell is active.